Following on from my post yesterday on the issues with using an overlay derived from simplified data with a higher quality ‘real-world’ mesh and ortho, I thought I’d post about the using a new method to populate the world. Firstly,… Read More ›
overlay
A word about overlays and meshes
One of the most annoying parts of using X-Plane with Ortho scenery is the overlay data sourced from a rough approximation of real life. Probably half the comments I get about the scenery is to do with the Overlay objects,… Read More ›